Gosh exate, I'm so sorry that your 0/0 scouts die more than you'd like. It's almost like they have NO ABILITY TO DEFEND THEMSELVES

Having terrible stats is no excuse for failure to do one's Duty! And they can fly, dodge, and most critically, look into adjacent hexes and see if there's an enemy hanging out in there before they fly across it and get chomped.

Anyway, they're 1/0 because of the city Combat bonus. All Sandmen are popped to kill. Speaking of that, I should start sending my courtiers into battle to make them level and toughen them up. This whole "they will eventually level from doing Courtier actions" business isn't working out in a timely fashion.

I was just working on adding rules for my game and figured I'd get some feedback here as well. Once we're happy with it I can add it into the magic rules too.

Quote:

Vehicles are created using Fabrication, and may be made self-propelling by a Turnamancer. If not self-propelling, they may be pulled by a Mount. Mounts may pull a number of Passengers equal to twice the number of Riders they could normally carry. When created, the crafter must specify whether the Vehicle is land-based or water-based. A Vehicle must be crafted/enhanced all in one continuous process, with the end stats declared at the start of construction. Once it is complete, the Vehicle may never be altered further.A Vehicle may be crafted for 4 Loose Materials, and has the following basic stats:

10/0/5/0, Single Passenger

It can be enhanced with Fabrication as follows:

+2 Loose Materials/additional Passenger

+4 Loose Materials gains +10 Hits, +5 Def

Casters can further enhance the Vehicle as follows:(Only self-propelled Vehicles can gain specials)

+5 Juice/2 Move (Turnamancy)

Flight: 40 Juice (Wierdomancy)

Terrain Capability: 20 Juice (Turnamancy)

Burrowing: 40 Juice (Turnamancy)

_________________"I'm afraid I don't understand. And also afraid that I do."

Hey guys, been at a con since last thursday, but I'm back now. Well, was back yesterday but just collapsed.

As for that thing you just posted, seems legit, except that I think it's well within a dollamancer's purview to modify an existing vehicle. And I think even someone with fabrication could disassemble one at the very least.

_________________UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.

Okay, new version of the Vehicle rules. Makes them much more expensive, to discourage abuse.

Quote:

Vehicles are created using Fabrication, and have a variety of options for customization. All of the following information is determined by the creators at the start of work, and cannot be changed at any later point, ever. Once initiated, crafting must be performed continuously. If the Fabricator or Caster ceases work before their portion is complete, the Vehicle is scrapped and all resources spent are lost.Propulsion:

Mount-Drawn: A Mount can pull a Vehicle with # of Passengers = 2x it's Rider capacity

Self-Propelled: Enchanted by a Turnamancer as specified below. Self-propulsion is a prerequisite for any specials

Mode:

Land: Travels on land terrain types only.

Water: Bound to water hexes only

Airborne: Self-propelled Vehicles only, this type can fly but not swim or travel by ground.

Special exemption: Swamp Terrain Capable can traverse Water & Swamp hexes, but no others.

A Vehicle may be crafted for 4 Loose Materials, and has the following basic stats:

10/0/2/0, Single Passenger

It can be enhanced with Fabrication as follows:

+2 Loose Materials/additional Passenger

+4 Loose Materials gains +2 Hits, +1 Def

Casters can further enhance the Vehicle as follows:(Only self-propelled Vehicles can gain specials)

+5 Juice/1 Move (Turnamancy)

Flight: 80 Juice (Wierdomancy)

Terrain Capability: 40 Juice (Turnamancy, and only one terrain/vehicle)

Burrowing: 80 Juice (Turnamancy)

_________________"I'm afraid I don't understand. And also afraid that I do."

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